Paper
28 February 2014 Ergonomic approaches to designing educational materials for immersive multi-projection system
Author Affiliations +
Proceedings Volume 9012, The Engineering Reality of Virtual Reality 2014; 90120Q (2014) https://doi.org/10.1117/12.2042622
Event: IS&T/SPIE Electronic Imaging, 2014, San Francisco, California, United States
Abstract
Rapid advances in computer and display technologies have made it possible to present high quality virtual reality (VR) environment. To use such virtual environments effectively, research should be performed into how users perceive and react to virtual environment in view of particular human factors. We created a VR simulation of sea fish for science education, and we conducted an experiment to examine how observers perceive the size and depth of an object within their reach and evaluated their visual fatigue. We chose a multi-projection system for presenting the educational VR simulation, because this system can provide actual-size objects and produce stereo images located close to the observer. The results of the experiment show that estimation of size and depth was relatively accurate when subjects used physical actions to assess them. Presenting images within the observer’s reach is suggested to be useful for education in VR environment. Evaluation of visual fatigue shows that the level of symptoms from viewing stereo images with a large disparity in VR environment was low in a short time.
© (2014) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Takashi Shibata, JaeLin Lee, and Tetsuri Inoue "Ergonomic approaches to designing educational materials for immersive multi-projection system", Proc. SPIE 9012, The Engineering Reality of Virtual Reality 2014, 90120Q (28 February 2014); https://doi.org/10.1117/12.2042622
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Cited by 1 scholarly publication.
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KEYWORDS
Visualization

Virtual reality

3D modeling

3D image processing

3D displays

3D vision

Safety

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